Don't glBindTexture() on viewports without effects
@reduz said there was another place that needed to be checked for a similar issue but I have to admit I didn't understand. This fixes #13337
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@ -1545,7 +1545,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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//use for reading from screen
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//use for reading from screen
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if (storage->frame.current_rt) {
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if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
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}
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}
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